Randy Angle is an autodidactic polymath entrepreneur with a passion for making games and toys. Randy combines his fun-loving spirit with a "git'r done" attitude to create a unique leadership style. In a career spanning more than 40 years and well over 100 games, Randy has worked on almost every platform and genre. He has lead successful teams with director or executive roles in design, engineering, production, studio management, and on properties including: Star Trek, LEGO, Lord of the Rings, Dungeons & Dragons, Zorro, PAC-MAN, Dig Dug, Galaga, SpongeBob SquarePants, Spiderman, and original properties. Randy is an accomplished public speaker, instructor and mentor at conferences, universities, seminars and accelerators on topics about game design, rapid iterative development and succeeding in the videogame industry.

Regular game features are easier to estimate compared to features that use SDKs, APIs, libraries, and Distribution Compliance that are outside of your own control. Looks the problems plaguing GameDev costs for the IndieDevs & SmallPubs.

Realize that I 've been doing this a VERY long time - so my stories cover years of industry behavior. I 've also seen plenty of good stuff too. r n r n r nYes, as Ron Dippold points out, Bethesda can be very litigious right or wrong , and ...

Thanks to my industry colleagues for being interviewed and participating in this very informative article. Thanks also for all the great comments. r n r nI make video games, RPGs, board games, card games, and toys. My career started as an Indie before that was a term in 1977. I ...

I like to figure that the marketing budget will be at least equal to the development budget. In AAA and top 20 Mobile that isn 't actually true. For AAA, with budgets of 10M to 50M or more, I estimate most marketing will reach 2x or 3x the development budget ...

Excellent way to present this idea - character controller was the first lesson in Unity3D scripting class I taught at Academy of Art, and every student stumbled when it came to trying to implement a RigidBody controller in later semesters. Lots of characters slipping through the terrain meshes and falling ...

Thanks to Frank for the article. Thanks to Simon for the insights into your process. Thanks to all the commenters for making this an incredible thread. r n r nIn my long career I 've worked on 2 unfinished giant monster games and always faced the timing and scale issues. ...